Time+Management+RPG

Eric Smith, Erika Naugle

Overview
Young people are often forced into learning good time management skills, few lectures and little instructional time is given to teaching good time management. In this game players will become students who need to need to use time management skills to be successful. There will be twists and turns in decision making, making deadlines on-time, and consequences for actions or inactions.

Instructional Objective
The game takes place over a period of the first four weeks of college. The objective of this game is allow young adults the opportunity to use the time management skills they have acquired and to build on to those they have not. Time management is a life skill that will be beneficial in a multitude of situations. In this game learners will gain experience in prioritization, decision making, effective scheduling improving focus setting goals, and avoiding procrastination. Throughout the game learners will develop time management skills, they will also be given the opportunity to reflect on the chain of events that lead to an outcome.
 * The learner will be able to choose a plan of action which will sustain their health throughout the game.
 * The learner will be able to design a schedule to meet deadlines for school reports.
 * The learner will be able to rank tasks according to their level of significance to overall well-being.
 * The learner will be able to distinguish the difference between important and unimportant tasks.

Learners
This game is designed for young adults, in particular students who are juniors or seniors in high school and freshmen in college. It can be used in a classroom setting, a college prep class , or part of a college orientation (Freshmen Success Program). The learners are motivated to be successful however they lack the "common sense" skill of time management to maintain a balance between their social life, work life, and academic life. The lack of a "balanced" life can lead to health issues (increased susceptiblity to bacterial and viral infections), ignoring friends and family (social interaction), procrastination, and not meeting dealines.

Context of Use
This is an online game and can be played anywhere there is internet access, however a classroom setting or a college orientation is where this game would be the most benifical. This game could be played multiple times, as different decisions lead to different consequences and outcomes.

This game could be used as part of planned curriculum in a high school or college preparatory class. The game would work best if students played as individuals; however the game could be played in small groups with one computer (students voting on the decisions being made). It is also something that could be used as an activity for those who finish an assignment early.

This game could also be used as part of a college orientation day as one of the days planned activities. Students would use a computer lab to play the game, a debriefing would be held at the completion of the game

Scope
This game is designed to simulate four weeks of a semester in college. It is a real time game, but has a fast-forward feature to speed things along when desired. The game should take at most 1 hour to play. It will rely on the intuition of a students knowledge of time management skills. The players will be able to choose a character which most likely reflects their general cahracteristic such as a college athelete, socialite, average student, and exteremely studious. If players are unsuccessful at planning their time effectively, they will be able to restart the game and choose different options in the game. There are a total of 7 interaction obejcts which will allow the player to navigate through the game. Each choice, either multiple choice or numerical answer will determine an increase or decrease in the score of the game.

Object of the Game
The basic goal of the game is to complete the four weeks of school balancing health, grades, and a social life.

Competing Products
Many of the games advertised as time management games are game where you are racing against a clock to build, buy or create. Many of these games are geared for younger children, and not for high school/college aged learners. Most of these games are Mainia, Mogul, or Tycoon games:

**Hotel Mogul:** Lynette's conniving husband has cheated her out of her family business! Players use their business savvy, and time management skills, to help Lynette repurchase her company and send her husband to the slammer. Players can buy, develop and sell commercial properties for a profit. Players also have to hire workers, and create attritions to increase their income
 * [[image:cake.jpg width="118" height="62"]]Cake Mania:** Jill has taken on the challenge of rejuvenating her grandparents cake shop, with a new competitor in town the MegaMart. It's a race against the clock to bake decorate and package backed goods in the allotted amount of time. Some customers are more demanding and less patient than others, players must make decisions on who to serve when. It requires time management and strategy to be successful.


 * Airport Mania (First Flight):** You are an air traffic controller and run an airport by making sure planes land on-time, depart on-time, passengers are satisfied with their flight, and planes are repaired an safe for flight. Overall there are 84 levels with eight different airports and can be played on the iPhone, Windows and Apple computers.

Design Details
The game is built upon an interaction with a dormitory room which consists of a desk with books, computer, and cell phone (text messaging and PDA). The dorm room also has a mini-refrigerator with food to eat, as well as a bed for sleeping. There is a clock, with the time of the game, and a calendar to show the day of the game. The door leads to choices and interactions while traveling to the different destinations. The choices include:
 * Visit professors during office hours
 * Attend class
 * Visit the Health Office on campus
 * Go to work
 * Study/research at the Library
 * Interact with friends

The style of the graphics is that of a high end video game, such as an Xbox 360 game (Electronic Arts: Head Coach). It will be photorealistic, with high end graphics design for each piece in the room. Sounds will be used to show the mouse is interacting with the objects within the game. The player can also play their own music found on their computer through a media player.



The game screen is split into three main reagions. Each region provides the player either a place to interact, gain information to make valuable time management decisions, and determine their status in the game as a whole.

This section contains the interaction portion of the game. The player can roll their mouse over the obejcts in the room to interact and make time management decisions. Examples of intereactions:
 * Region A (Interaction Screen)**
 * **Door:** The door leads a player to the outside world where they can interact with others and perform the task necessary to maintain their health, grades, social interactions and gain money. Such interactions include meeting with friends, attending class, visiting professors during office hours, going to work, visiting the library, and even going to the health office.
 * **Computer:** The computer contains e-mail notifications which must be checked to keep up-to-date with friends, family and even group projects for school. The player has the option to respond to the e-mails or not. If they choose to ignore too many e-mails from friends, family or group members, their social score will go down and possibly their grade as well.
 * **Books:** The books found on the desk represent study time. When the player selects the books, they can choose how long to study. If they decide to study for a very long time, they will gain in the grade category; however study too long and social and health status can decrease.
 * **Mini Refrigerator:** A student has to eat and get the nutrients to maintain health. If the player does not eat well the health status of the player will drop and could cause the player to get sick and have to visit the Health Office on campus.
 * **Bed:** The player must decide when to go to sleep and how long to sleep. A lack of sleep will effect not only grades, but also their health. Too much sleep and they may miss a class.
 * **Clock and Calendar:** The clock and calendar are informational pieces of the game which allow the player to schedule appointments with friends, classes, etc. The player at anytime may interact with the clock or the calendar to speed up the game.
 * **Cellular Phone (Not Shown):** The cellular phone will cause the player to make decisions throughout the game. They may receive a text message or a phone call and choose to reply or answer. The decisions made will affect their overall status in the game.

This section gives the player the opportunity to make decisions about their next move. If they interact with an object from Region A, they will be given options in the form of fill-in-the-blank and multiple choice answers. Each decision will determine how their status for the game will change.
 * Region B (Decision Screen)**

This region gives the player their status in the game. They are judged over four categories: Health, Grades, Social,and Money.
 * Region C (Status Screen)**
 * **Health:** The player needs to maintain a health above 60%. When it gets dangerously close to 60% a warning will appear in the Decision Screen. If the player heeds the warning and reschedules meetings or gets best rest or sleep they can avoid getting sick. If they ignore the warnings, the player will get sick and end up at the Health Office with their grades decreased and social status also decreased.
 * **Grades:** The player needs to keep their grades up in the game by studying and getting the rest needed to maintain their health. If their grades get too low, the player will be notified and need to act to fix the situation. If they act quickly they can raise their grade, but if they ignore the notice, they could be placed on academic suspension.
 * **Social:** The player cannot be focused on just their health or their grades, they do need to have a life outside of school. Choosing to reply to e-mails and texts, and hanging out with friends will increase the social status of the player. But if they choose to ignore their friends they will suffer the consequences for their actions, such as losing friends.
 * **Money:** The player will need some form of spending money to take their significant other out and be able to participate with friends socail plans. But if the player spends too much time working and not enough time with their studies, they will suffer the consequences.

To view the some of the specific sequences in the game please review the following [|flow chart].

//Players will have a choice between one of four main characters, they will also have the option of a male or female// version.
 * __Main Character choice:__**

These are the Jocks; they spend much of their time on the sports field exercising and socializing with friends, unfortunately this leaves little time for studying. They begin the game with full Health and social bars, and C grades. These are the bookworms; much of their time is spent on academics, they take care of their bodies, but had little to no social life. They begin the game with a full health bar, half full social bar, and A grades. These are the Socialites; much of their time is spent with friends or making new ones. On most nights they are up late hanging out, and they will skip a class for a great party. They Begin the game with a half full health bar, a full social bar, and B grades. These are the balanced students. They enjoy the social scene, but know when to hit the books. They also get regular exercise and try to eat a balanced diet. They begin the game with 80% health and social bar, and B grades.
 * Jeffery Justice/Sara** **Sporty:**
 * Sampson Cerebral/Laura** **Logical:**
 * Rhett Revel/Katie** **Class:**
 * Evan Ness/Connie** **Sistant:**

Mom:** She is in her mid 50’s. She works as a receptionist for a busy dental office; she has weekends off as well as every other Monday. She is proud you are going to college, but misses you terribly; she calls to check on you frequently. She is a high energy, fast paced instructor. Who expects you to be at every class meeting, and attend the optional help sessions. She gives participation points for those who attend class. He takes roll the minute class starts, better not be late! His lectures are of additional material not found in the book and make up 75% of the test questions.
 * __Cast of Characters__
 * Dad:** He is in his early 60’s, nearing retirement age. He works full time as a plant manager, he puts in long hours and occasionally works on weekends. His calls are infrequent; he prefers to send text messages.
 * Sister:** She is a junior in high school, and just bought her first car. She wants to come and visit you often.
 * Brother:** He has spent the last 2 years in college, and always wants to give you advice. He is the person you will go to when in need of good advice.
 * Best Friend (Back Home):** Your best friend made the choice to work instead of go to college, but whenever they have the chance they come to visit you. They love the social college scene.
 * Math** **Professor:**
 * Science Professor:** He is a laid back easy going teacher, who doesn’t take attendance-but will give 3 pop quizzes. His lectures are directly from the book, with added humorous anecdotes.
 * English** **Professor:**
 * History** **Professor:** She is a new professor; a majority of your grade is based on 3 papers you will have to research and write during the course of the semester. Much of class time is spent discussing the readings. Her class is interactive on most days, requiring minor group work.
 * Significant Other (Met at orientation):** On the first day of orientation your eyes locked, and you knew this was someone you’d like to get to know better. They live in your building, and you have a class together.
 * Roommate:** You and your roommate get along well; you have some interests in common, but don’t hang out on a regular basis.
 * Resident** **Advisor:** Your resident advisor or RA, is always looking out for you. They are your acting guardian while staying in the dorms, they are willing to give you assistance and advice when you need it, but will also reprimand you if you make bad decisions.
 * Lynn** : You met Lynn at orientation, and the two of you hit it off right away and became great friends, you have all the same interests, when you are not in class, studying, or sleeping you can be found with Lynn.
 * Alex** : Alex went to the same high school as you, you became good friends while in college, and the two of you carpool together when coming home on breaks.
 * Sammy:** Sammy is your lab partner, the two of you really hit it off and now you are friends. Sammy is a second year student and loves share local hang outs and restaurants with you.

Motivational Issues
Many students enter college with a nervous feeling, not knowing what to expect. This game capitalizes on the curiosity high school students have with college life and all the freedom and consequences associated with it. The learner is in control of the direction the simulation goes, and is challenged to complete the simulation in good academic, health, and social status. The learner will be engaged in the game because they are a part of it. They have control over which main character they choose to be, and will have different obsticles to overcome with each character.

When designing this simulation game we referred to several theories, the theory that we relied on most was Keller’s ARCS Model. The learners attention is kept using visual and auditory stimuli; they are also forced to make decisions that require thought at various intervals in the game. The relevance of the game is clearly stated, and reinforced as play progresses. As a learner progresses in the game so too should their confidence. As they learn about the decision they are making and how those decisions effect of their health/social/grade and money status they will have the knowledge of how to achieve balance with in the status bars, and ultimately lead to satisfaction of the successful in the completion of the game.

Design Process
We wanted to make a game that would allow the player to really feel like they were in college having to make decisions about how to manage their time. We wanted it to be interactive and as real as possible, with twists and turns that really made the player "feel" the consequences of their actions. Our first thoughts were to make the game kind of like a "Choose your own adventure book," however we decided to have more twists and turns which would not be just a branching story line, but a fully interactive process where the player had to initiate their own actions rather than be told what to do.

We did not gather too much background information about the topic of time management, because we felt we were somewhat subject matter experts of time management. Being a part of a Masters program while working full time and balancing a social life and family life, we felt our experiences would lend itself to knowing many of the "ins and outs" of time management. However a book titled, "How to Get Control of Your Time and Your Life" (as recommended by Dr. Bernie Dodge) was purchased, however due to time constraint it was not read in its entirety.

When researching similar games we found there was a void of time management games for high school students. Many of the time management games available are for young children, seeing this void encouraged us to create a time management game that would be meaningful and beneficial to the pre-college population. Early feedback on the game design was encouraging classmates and professors believed that the concept of our game was unique and reiterated the need for this type of game. If time allowed we would have liked to receive feedback from some high school students, as our target audience their feedback would be a necessary componet before any real e-game creation.

We were able to get a working prototype of the game when we sat down and mapped the contents of the game and how it would be interacted from the perspective of the player. We drew on our own experiences as college students and remembered situations in our own lives and how we could have better handled them. When we came up with different scenarios within the game we thought of how we could interact with objects within a dorm room, and the idea flowed from there. We came up with the design to have the game revolve around a dorm room because for most freshmen in college, this is their first real experience of being away from home and making their own decisions about time spent.

Game design isn’t as easy as professional game designers make it look! Getting on idea to prototype is difficult. After much time, thought, and work there are ideas that just don’t work and you have to abandon them-it is hard to let go, especially when you have spent so much time with them. You are always finding more details that need to be fleshed out or changes that need to be made. Good e-games take time and work, multiple revisions, and a creative mind. A graphic design background is helpful too, neither of are graphic design pros and creating the game screens proved to be especially difficult!

__References__

 * Lankein, A. (1973). //How to get control of your time and your life.// New York: New American Library.


 * [|**http://www.gamehouse.com/**]
 * [|**http://www.mindtools.com/pages/main/newMN_HTE.htm**]
 * [|**http://www.bigfishgames.com/**]